Elite Dangerous | System Colonisation Beta Details & Feedback

Doesn't help when you spend the time to log the issue and you get this:
Screenshot_20250404_165036.png

such a helpful error message.
 
Absolutely nowhere.

We're starting to put together partial details by combining information from various player's experiences in https://forums.frontier.co.uk/threa...iguring-out-what-all-these-numbers-do.634214/ but there's still a lot of uncertainty - including, uncertainty as to whether this is an actual intended feature or just some really bizarre bug.

(Usual recommendation: if what your system imports or exports matters to you, don't start any new builds and don't finish any existing ones, until there's a lot more clarity on these matters)
I have one new outpost to finish that has a timer. As a solo player, I'm getting close to having the "thousand yard stare". :(

 
Just finished hauling 53k items to build a Coriolis without squad assistance, only to have it handed to the anarchy MF on 4% influence, rather than the system owners Fatal Shadows on 68%.

Whilst I can understand some RNG being thrown in here and there, this doesn't make sense to me.

I totally understand that someone using a Fatal Shadows station to start their colonisation off may want the system for a different PMF, and wholly support them taking over, but think that all stations built before that happens should go to the ruling minor faction.

That way we all avoid needing to go through the whole retreat or war mechanism.
 
I suspect the whole reason is for you to go through the BGS mechanism. It's an overlooked layer to colonies but they are there for game play beyond euro truck simulator.
I really don't have problems with going through BGS mechanics - If THEY WOULD WORK!

Over the last 3 weeks I did BGS missions to set up everything so my prefered minor faction can take over 2 systems after winning the war. But I'm literally sitting in those 2 systems, waiting for the war to begin but the ticks just don't tick there. I do at least a couple of missions every day, hoping to push the war state into active but influences don't change any further as they are equal since days, nor does the war start.

One system is in pending war state for over a week now. Frustrating...

Sorry for the rant.
 
Just finished hauling 53k items to build a Coriolis without squad assistance, only to have it handed to the anarchy MF on 4% influence, rather than the system owners Fatal Shadows on 68%.
I hauled 210k+ to build a T3 planetary port, only to have it handed to the Anarchy faction on 3% influence :s
My initial Coriolis and this T3 planetary port still only have Colony economies, selling hydrogen fuel and biowaste/slaves X(
 
Has anyone been able to get a planetary port to sell more than 3 commodities? Is this a hardfast bug still? Finally, has FD even acknowledged it?

With so many bugs it's a patience game. Planetary port having 3-commodities market, many orbital outpost having no market at all (button grayed out), or those same outpost spawning inside Coriolis...

Wait and pray the Raxxla gods that Fdev correct those issues.
 
Has anyone been able to get a planetary port to sell more than 3 commodities? Is this a hardfast bug still? Finally, has FD even acknowledged it?
Just to be clear, are you talking about Planetary Ports or Settlements? Settlements are meant to do that, but ports not.
 
I just noticed this today. Not sure if any pointed it out, reported it or noticed it themselves. @Ian Doncaster, @Jmanis, @Xenia_K. Tagging all of you cause in 300+ pages I know you 3 are extremely active and would spread this information.


On landable planets/moons. The colonization view shoes the single planet having 5 available concurrent constructions, which I believe is an obvious visual bug, with 3 orbital and 2 planetary when focused/zoomed in on just the selected body. Now look at the bottom and see what happens to the available sites. Do note that it does has 3 orbital and 2 surface total sites for that moon. I already have structures on a 3\3 moon so cant confirm if it would say 6 available. One that has 2\2 states 4.

Going to state sites in x\x, indicating Orbital \ Surface, from now on for ease.

This is how the "System Economy Influence" is currently determined as @Paul_Crowther has already stated and confirmed in other threads. I know it was also said that it is being researched how to link more markets together.
Screenshot 2025-04-04 220312.png


Now I've zoomed out to the entire system and it returns back to the system actual of 64\65 overall with no concurrent available.
Screenshot 2025-04-04 220416.png


This one is actually a 1\2 and a 1\2. I was hoping that it would have been counted as a 2\4 due to a moon orbiting a moon. But I now can confirm that the body is directly linked to orbital slots. Not just how you'd think, say like 'y' is orbiting 'x' and therefor 'y' should be added to 'x'.
Screenshot 2025-04-04 221650.png


That means these tidally locked two bodies are separate "systems" also. It will be a 2\2 and 3\2 respectively instead of a 5\4 that I once again was hopeful for. Again, you would think it was 'x' and 'y' are in binary orbit around a planet. Therefore they should be added together. Not the case.
Screenshot 2025-04-04 222538.png


I can not confirm this following theory with actual facts yet but only base it on supporting evidence. If you have a sun, or asteroid belt, with more than one orbital slot. So anything that starts with "SLOT 0" and has more than that one. It should be counted as a localized "system" for economy influence reasons. Example: An asteroid belt has a Slot 0 and Slot 1. If you build a station in Slot 0. Whatever you build in Slot 1 will influence the economy in Slot 0. Even though it does not have a planetary body, it should still follow the current localized "system" rules for colonization structures. Once anything, regardless of what it is, starts with "Slot 0". It creates a localized "System Economy" before and after it until the next body that has a "Slot 0"

Diagrams for visual references. Will use following image for example and continue using the Orbital \ Surface separating localized system economies with < x >:
Sun 2\0; Belt 1\0
Planet 1 0\0; Moon 1a 0\2
Planet 2 2\0; Moon 2a 1\2, Moon 2b 3\1
Planet 3 1\0; Moon 3a 0\1; Moon 3b 2\3
Planet 4 1\0; Moon 4a 2\0; Moon 4b 1\0
Planet 5 3\0; Moon 5a 0\2; Moon 5b 0\3; Moon 5c 0\2; Moon 5d A 1\2; Moon 5e 1\2; Moon 5f 2\2
Planet 6 1\0; Moon 6a 1\2; Moon 6b 1\2; Moon 6c 2\1; Moon 6d 1\1; Moon 6e 1\1; Moon 6f 1\1
Screenshot 2025-04-04 224133.png



I hope this clarifies some confusion some people may have.
 
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Just to be clear, are you talking about Planetary Ports or Settlements? Settlements are meant to do that, but ports not.
Yes, Planetary Ports. just wondering if anyone was able to get them to sell more than three items. Interestingly if you go to the in game compare commodity and find the port, you can go through the commodity lists and see what the port has (the 3 items) and what it "exports" (assuming this would be for sale if no bug).
 
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Why does this all remind me of a game of "Twister", mixed with trying to get an indoor TV antenna set up for the Super Bowl, in a blizzard?

After seven decades of RF experience, you always put up the tallest outdoor antenna you can get, plus the biggest Channel Master antenna and rotor you can find.

After you have missed the game.
 
<Sun 2\0 > <Belt 1\0>
<Planet A 0\0> <Planet A Moon 1 0\2>
<Planet B 2\0> <Planet B Moon 1 1\2> <Planet B Moon 2 3\1>
<Planet C 1\0> <Planet C Moon 1 0\1> <Planet C Moon 2 2\3>
<Planet D 1\0> <Planet D Moon 1 2\0> <Planet D Moon 2 1\0>
<Planet E 3\0> <Planet E Moon 1 0\2> <Planet E Moon 2 0\3> <Planet E Moon 3 0\2> < Planet E Moon 3 sub moon A 1\2>
ETC.......
View attachment 424951


I hope this clarifies some confusion some people may have.
would be helpful if you would use ingame terminology
<Sun 2\0 > <Belt 1\0>
<Planet A 0\0> <Planet A Moon 1 0\2>
Planet 1; Moon 1a
<Planet B 2\0> <Planet B Moon 1 1\2> <Planet B Moon 2 3\1>
Planet 2; Moon 2a; Moon 2b
<Planet C 1\0> <Planet C Moon 1 0\1> <Planet C Moon 2 2\3>
Planet 3; Moon Ca; Moon 3b
 
would be helpful if you would use ingame terminology
<Sun 2\0 > <Belt 1\0>
<Planet A 0\0> <Planet A Moon 1 0\2>
Planet 1; Moon 1a
<Planet B 2\0> <Planet B Moon 1 1\2> <Planet B Moon 2 3\1>
Planet 2; Moon 2a; Moon 2b
<Planet C 1\0> <Planet C Moon 1 0\1> <Planet C Moon 2 2\3>
Planet 3; Moon Ca; Moon 3b
You are right. I'll go back and edit it and clean it up like you suggested
 
My squadmates just finished a T3 starport that was supposed to work as a replacement for the bugged Refinery Coriolis. Well... it is bugged and only sells 3 items.

So almost the whole system, with around 500k t of commodities hauled into it, is bugged. Especially the big parts. This is very frustrating for everyone who hauled there for 3 weeks now.
Bugs (pls upvote when you encountered:
Planetary player based markets do not work properly (e.g. only 3 items)

Empty markets in orbitals (not even Biowaste)
 
For me, Colonization is currently completely broken,
because people have been reporting that since approx. the 2nd of April,
planets now seem to exert a strong inherent economic influence.
Maybe this was intended to treat the occasional biowaste syndrome.
However, this treatment affects everything everywhere.

This new economic influence may cause mixed economy markets.
Mixed markets eat each other's production, leaving less or nothing for players to buy.
Currently, the safest way to prevent mixed markets is to build nothing at all.
The only winning move is not to play.
And that's why I say that Colonization is currently completely broken for me.
 
What makes me really angry is the quite arrogant manner in which FDev refuses ANY communication and feedback, specifically when we are doing THEIR job - which Beta-testing is!
Yeah the most irritating thing about this is sure, FD were skint on docco. Not the first time occurring, so there's a bunch of people now working out how it all works... but for me, the fact that:
  • the change itself isn't documented in patch notes or similar; and
  • the effects aren't documented anywhere; and
  • what little documentation exists in- game is not updated (the Codex says nothing about celestial bodies influencing economy)
  • the cost to experiment and self document is very high

... my head's not in the sand, i know colonisation isn't everyone's cup of tea, but it works for a reasonable amount of people.... to take the system a lot of those who like colonisation are seeking to understand in that context, and fundamentally change that... i.e not just tweak numbers, but outright new mechanics that fundamentally and retroactively change colony setups... that's a great way to get a subset of the group that likes it offside fast.

What a complete dog's breakfast. No rollbacks, sure, just fundamental reworks so that everything done becomes something entirely different.
 
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